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Quake 4 Weapons Realism Mod: Final Version

TABLE OF CONTENTS

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PART 1: INTRODUCTION

PART 2: INSTALLATION

PART 3: UN-INSTALLATION

PART 4: LICENSE

PART 5: ABOUT THIS MOD

PART 6: CHANGE-LOG

PART 7: CREDITS

PART 8: FINAL NOTES

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PART 1: INTRODUCTION

Hello,
I developed the Q4WRM one day by accident when my Quake 4 wouldn't start cause I turned anti-aliasing on. With some trouble, I got it to
work again. This mod basically enhances ALL weapons and attacks, making them more damaging. It also tweaks other parts of the game to make
it more enjoyable. A warning: this mod is meant to make your weapons more DAMAGING but not more POWERFUL. Most of the weapons shoot faster
and have reduced clips. This mod was first developed on a really low end Linux PC, but now I have a new high end gaming PC so Quake 4 and
I can test this mod on linux, bad machines, good machines and XP. This mod was developed for Q4 version 1.4 or higher, any lower than that
may cause trouble. A word of warning, with the machine gun, use short controllable bursts, I mean it.

PART 2: INSTALLATION

First Back up your "def", "effects" and "guis" folders, if you have them, located in your quake4/q4base/ folder, this is VERY important. If
you don't have these folders then all you have to do to uninstall this mod is delete those three. You may only have 1 or two of the folders
BTW. Then, open up this zip, open up the q4wrmfv folder and go through the provided folders until you find the folders named "def", "effects"
and "guis". Copy those into your quake4/q4base/ folder and allow it to overwrite everything. In theory, the worst that can happen is your
version of Q4 will revert back to the vanilla version, in which case you have failed the install in some way. When I was making this mod,
I bungled up the machine gun file in some way and it reverted to the default Q4 machine gun so the same should hold true for every weapon.
I'm NOT certain of this however, so don't go trying it out. To use it start Q4 like you normally do and have fun. To get all the effects of
this mod working, you will need to start a new level, either by getting to the next level in your current game or by starting a new game.

PART 3: UN-INSTALLATION

If you want to restore your old Q4 for any reason you can edit the text files, labeled accordingly (eg. "Blaster", "berserker", etc.) Also,
I have found deleting the gun text files restores the guns to a backup file. DO NOT TRY THIS UNLESS YOU ARE WILLING TO RISK BREAKING YOUR
GAME! If doing so broke Q4 then you could re-install this mod and edit the text files to whatever you think is good, or just re-install
your game. Also, you should have backed up your files like I told you to, if you did then delete the "def", "effects" and "guis" files and
put the backup file(s) in thier place.

PART 4: LICENSE

I made this with the help of six other mods: the Ignited Plasma Thrower Mod, q4_corpsstay_and_selfshadow_v01, the Rhino Squad Light pack,
the DC guns mod, Murphys Marines and Unbalanced 1.8. Much thanks to their authors, they helped me make Q4 perfect, like it wasn't already;)
Basically, give credit to me and the other authors of the other mods if you edit this mod and re-distribute it. Also, do not sell this mod
or any part of it, in any way. Have fun!

PART 5: ABOUT THIS MOD

This mod was developed over a few months with the help of six other mods. The changes are listed below:

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WEAPONS:
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BLASTER: Higher damage, longer charge up time but bigger, more powerful explosions.

MACHINE-GUN: More damage, faster firing rate and smaller clips.

SHOTGUN: More damage, wider spread, smaller clips and more pellets.

HYPER-BLASTER: Faster fire rate and bigger clip. Has a new alternate fire, similar to the Machine-Gun's.

GRENADE LAUNCHER: Smaller clip, smaller explosion, huge damage. Has an alternate fire that is activated if you hold alt. fire. This shoots
fast moving impact grenades.

NAIL-GUN: More damaging

Rocket Launcher: More powerful, bigger explosion, better explosion and trail effects.

RAIL GUN: Double the damage and faster firerate. No need to reload, Q2 style.

LIGHTNING GUN: Is now a flamethrower of sorts, nicknamed the Plasma-Thrower, YAY AGAIN!

DARK MATTER GUN: Slower ball of death, more damage, more Q2 style.

NAPALM GUN: Ammo for this weapon now provides more ammo and the gun can hold more ammunition. Improved explosions

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Vehicles:
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HOVER-TRUCK: Now shoots super fast but with reduced damage, the turret is similar to an MG-42 now with an incredible firing speed but reduced
damage.

HOVER-TANK: What's that? Your tank cannon is a wimp? Ah, maybe I can help. Now the tank cannon reloads A LOT slower, however the explosion
is huge, more damaging, hit-scan and should flatten a Harvester in a shot or two. Machinegun is similar to the trucks one.

WALKER: How do those rockets stay in the air? They move so slow I think I could race them and win. The rockets now take longer to reload
though. Machinegun is the same.

TRAM: Same as the Hover-Trucks gun but the tram itself has half of the trucks health.

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MISCELLANEOUS
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The enemies AI is slightly improved and their attacks are a lot more damaging. ALL the bodies stay, including the bosses now. You start with
a machinegun like most of your marine friends (and in Strauss case, enemies) do. You also get to start with body armor (50 armor points) like
you are wearing when the transport crashes. Also, you can carry 150 health and armor as a Strogg but only 100 health and 75 armor as a human.
Your speed as a Strogg is almost double what you have as a human. Also you have to hold shift (or whatever your "walk" key is) to run and you
will walk when you are not holding shift, sorry to you lazy people;) Also, some weapon ammo values have been modified as I see fit. Your
marines now have MUCH improved damage so they should be able to kick some squib ass;) But on the downside, they have 5 times less health.
Also, when they die they drop their weapon. And much more. If anyone has any questions, please contact me at EOTcrew@gmail.com If I missed
any credit or screwed up somewhere, please email me and letme know so I can fix it.

PART 6: CHANGE-LOG

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V1: Weapons have modified damage, ROF, clip-size, effects and splash damage.
V2: Tweaks to the weapons and ammo, modified player def file AI changes and added a corpse-stay feature, other minor changes and tweaks.
V3: Improved and tweaked V2 changed the vehicles def files.
V4: Glitch with hyper-blaster-wielding AIs, some files tweaked, various bug fixes.
V5: Made team-mates drop their weapons upon death and made them a lot weaker health wise but better fighters.
V6: Alternate firing modes added to some weapons, modified effects. Added marine spawning cheats to spawn marines with names, etc.
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PART 7: CREDITS

Concept and designer: Adam (AKA Slayer_2) EOTcrew@gmail.com
Ignited Plasma Thrower weapon and rocket launcher effects: R.J. Bladerunnercutter
Rhino Squad Light Pack, the shotgun light effect and the spawning marines mod: Mod By: William Murphy Email: murphs_mailbox@yahoo.com
The creator of the q4_corpsstay_and_selfshadow_v01
And many others who helped me with advice: dafama2k7 and Murph especailly.

PART 8: FINAL NOTES

Some things I wanted in this mod I couldn't figure out how to do. They are: add a dark matter lightning alt. fire for the DMG, add iron-
sights to the blaster, add a scoped mode for the shotgun which allows semi-auto fire with a tight spread, while un-zoomed is fully-auto
and add a normal lightning alt. fire mode to the lightning-gun. If anyone can help me with any of these, then please drop me a line at
EOTcrew@gmail.com I integrated the Spawn Marines mod into V6 so thats at your disposal if you wish. Check the console commands and murphys
marine patch for more info on how to use them. I've also included a config file "Quake4Config.cfg" which includes all my binds. They are:
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Ctrl.........................Crouch
Shift........................Sprint
F1...........................Take a .jpg screenshot
F2...........................Quick save
F3...........................Toggle HUD
F4...........................Toggle third-person
F5...........................Stop time
F6...........................Spawn Marine with an MG
F7...........................Spawn Marine with an SG
F8...........................Spawn Marine with an HB
F9...........................Spawn Tech with an MG
F10..........................Spawn Tech with an SG
F11..........................Spawn Tech with an HB
F12..........................Spawn Medic with an MG
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If You want to learn the codes for spawning these marines then open up the config file and take a look at its contents. I claim no
responsibility for ANYTHING that happens to you or any of your stuff if you use this mod. HAVE FUN!
Slayer_2
P.S. Take care of Medic 'Slayer', He's like a brother to me;)

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